gzdoom-gles/src/win32/fb_d3d9_shaders.h

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#define HLSL_SOURCE_CODE 0
#define SHADER_ASSEMBLY_CODE 0
// A paletted texture shader
#if HLSL_SOURCE_CODE
// Technically, Palette only needs to be a sampler1D, but that
// produces assembly code to copy index.x to index.y, which is
// totally unnecessary.
sampler2D Image : register(s0);
sampler2D Palette : register(s1);
float4 Flash : register(c0);
float4 InvFlash : register(c1);
float4 main (float2 texCoord : TEXCOORD0) : COLOR
{
float4 index = tex2D (Image, texCoord);
float4 rgb = tex2D (Palette, index);
return Flash + rgb * InvFlash;
}
#endif
#if SHADER_ASSEMBLY_CODE
//
// Generated by Microsoft (R) D3DX9 Shader Compiler 9.15.779.0000
//
// fxc paltex.ps /Tps_1_4 /VnPalTexShaderDef /Fh
//
//
// Parameters:
//
// float4 Flash;
// sampler2D Image;
// float4 InvFlash;
// sampler2D Palette;
//
//
// Registers:
//
// Name Reg Size
// ------------ ----- ----
// Flash c0 1
// InvFlash c1 1
// Image s0 1
// Palette s1 1
//
ps_1_4
texld r0, t0
phase
texld r1, r0
mad r0, r1, c1, c0
// approximately 3 instruction slots used (2 texture, 1 arithmetic)
#endif
const DWORD PalTexShaderDef[] =
{
0xffff0104, 0x003bfffe, 0x42415443, 0x0000001c, 0x000000b4, 0xffff0104,
0x00000004, 0x0000001c, 0x00000100, 0x000000ad, 0x0000006c, 0x00000002,
0x00020001, 0x00000074, 0x00000000, 0x00000084, 0x00000003, 0x00000001,
0x0000008c, 0x00000000, 0x0000009c, 0x00010002, 0x00020001, 0x00000074,
0x00000000, 0x000000a5, 0x00010003, 0x00000001, 0x0000008c, 0x00000000,
0x73616c46, 0xabab0068, 0x00030001, 0x00040001, 0x00000001, 0x00000000,
0x67616d49, 0xabab0065, 0x000c0004, 0x00010001, 0x00000001, 0x00000000,
0x46766e49, 0x6873616c, 0x6c615000, 0x65747465, 0x5f737000, 0x00345f31,
0x7263694d, 0x666f736f, 0x52282074, 0x33442029, 0x20395844, 0x64616853,
0x43207265, 0x69706d6f, 0x2072656c, 0x35312e39, 0x3937372e, 0x3030302e,
0xabab0030, 0x00000042, 0x800f0000, 0xb0e40000, 0x0000fffd, 0x00000042,
0x800f0001, 0x80e40000, 0x00000004, 0x800f0000, 0x80e40001, 0xa0e40001,
0xa0e40000, 0x0000ffff
};
// A texture that doesn't look up colors from a palette.
// Can be used for shaded L8 textures or RGB textures.
#if HLSL_SOURCE_CODE
sampler2D Image : register(s0);
float4 Flash : register(c0);
float4 InvFlash : register(c1);
float4 main (float2 texCoord : TEXCOORD0) : COLOR
{
float4 index = tex2D (Image, texCoord);
return Flash + index * InvFlash;
}
#endif
#if SHADER_ASSEMBLY_CODE
//
// Generated by Microsoft (R) D3DX9 Shader Compiler 9.15.779.0000
//
// fxc shadetex.ps /Tps_1_4 /VnPlainShaderDef /Fh
//
//
// Parameters:
//
// float4 Flash;
// sampler2D Image;
// float4 InvFlash;
//
//
// Registers:
//
// Name Reg Size
// ------------ ----- ----
// Flash c0 1
// InvFlash c1 1
// Image s0 1
//
ps_1_4
texld r0, t0
mad r0, r0, c1, c0
// approximately 2 instruction slots used (1 texture, 1 arithmetic)
#endif
const DWORD PlainShaderDef[] =
{
0xffff0104, 0x0034fffe, 0x42415443, 0x0000001c, 0x00000098, 0xffff0104,
0x00000003, 0x0000001c, 0x00000100, 0x00000091, 0x00000058, 0x00000002,
0x00020001, 0x00000060, 0x00000000, 0x00000070, 0x00000003, 0x00000001,
0x00000078, 0x00000000, 0x00000088, 0x00010002, 0x00020001, 0x00000060,
0x00000000, 0x73616c46, 0xabab0068, 0x00030001, 0x00040001, 0x00000001,
0x00000000, 0x67616d49, 0xabab0065, 0x000c0004, 0x00010001, 0x00000001,
0x00000000, 0x46766e49, 0x6873616c, 0x5f737000, 0x00345f31, 0x7263694d,
0x666f736f, 0x52282074, 0x33442029, 0x20395844, 0x64616853, 0x43207265,
0x69706d6f, 0x2072656c, 0x35312e39, 0x3937372e, 0x3030302e, 0xabab0030,
0x00000042, 0x800f0000, 0xb0e40000, 0x00000004, 0x800f0000, 0x80e40000,
0xa0e40001, 0xa0e40000, 0x0000ffff
};